doc: custom semi-graphic chars
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README.md
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README.md
@ -47,23 +47,27 @@ Address | PRG | Description
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```$0000 - $0001``` | no | hardware
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```$0002 - $00FF``` | no | zero page pointers
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```$0100 - $01FF``` | no | stack page
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```$0200 - $07FF``` | no | *free ram*
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```$0200 - $03FF``` | no | operating system variables
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```$0400 - $07FF``` | no | video memory
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```$1000 - $1FFF``` | yes | SID tune, may overlap charset
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```$2000 - $23FF``` | yes | custom char, unused, allow SID overlap
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```$2400 - $27FF``` | yes | custom char (actual)
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```$2400 - $27FF``` | yes | custom char (actual 0x80+)
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```$2800 - $xxxx``` | yes | Program segment (only needed part used)
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```$xxxx - $CCFF``` | no | *free ram*
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```$CD00 - $CDFF``` | no | data segment (not-initialized vars)
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```$CE00 - $CEFF``` | no | list X
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```$CF00 - $CFFF``` | no | list Y
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```$CD00 - $CFFF``` | no | data segment (not-initialized vars)
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```$D000 - $DFFF``` | no | I/O
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```$E000 - $FFFF``` | no | Kernal
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### Compression
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```snake.pack``` is compressed into ```snake.pack.lz``` using [liblzg](https://github.com/mbitsnbites/liblzg), to save space in order to fit the game in a *PROM.
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```snake.pack``` is compressed into ```snake.pack.lz``` using [liblzg](https://github.com/mbitsnbites/liblzg), to save space, mainly in order to fit the game in a *PROM.
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Decompression occurs with one of the following loaders.
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### Decompression
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### Loader
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#### Cartridge
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```cart.asm``` is located at ```$8000``` (standard org address for C64 cartridges), and contains the decompression routine and the ```snake.pack.lz```. It decompresses ```snake.pack.lz``` back to ```$1000```, and jumps to its entry point at ```$2800```.
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#### Disk
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```loader.asm``` loads at ```$801```, like any other BASIC automatic runner, and contains the decompression routine.
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```snake.pack.lz``` is loaded at ```$8000``` from disk drive, then decompressed back to ```$1000```, and finally the loader jumps to the program entry point at ```$2800```.
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### Miscellanea
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#### Custom charset
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@ -74,5 +78,24 @@ Index | Description
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```$A0 - $BF``` | A-Z, reversed (space first)
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```$C0 - $CF``` | hex digits
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```$D0 - $DF``` | hex digits, reversed
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```$E0 - ``` | game tiles
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```$E0 - $EF``` | game tiles
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```$F0 - $FF``` | semigraphic tiles
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##### Semigrahic Tiles
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Char | Output
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----------|--------
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```$F0``` | ```◜```
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```$F1``` | ```◝```
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```$F2``` | ```◟```
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```$F3``` | ```◞```
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```$F4``` | ```-```
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```$F5``` | ```|```
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```$F6``` | ```◢```
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```$F7``` | ```◣```
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```$F8``` | ```◥```
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```$F9``` | ```◤```
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```$FA``` | ```┴```
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```$FB``` | ```┬```
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```$FC``` | ```┤```
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```$FD``` | ```├```
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